Categories: DiscussionValheim

Unique 1-per-world-per-biome world Bosses and dungeons, passive boss buffs, and more feedback.

1) Unique world boss for each biome. Only present in one random biome in a world. Does not respawn. It would be awesome for RP, immersion, wonder, exploration and gameplay all – if incredibly powerful world bosses are present in the world. Just seeing them, discovering them. It also gives lategame players an extra challenge and reason to explore.

For example, Jormundgandr (the Midgar Serpent) in the ocean. Surtr or his avatar walking the Ashlands etc.


2) IMO boss buffs should be weaker but passive, not activated. There is enough to do in the game by a landslide. The tedium of having to activate buffs is completely unnecessary. At least an option to choose the powerful active buff, or a weaker version which is passive. Having to pay attention to the buff timer and remembering to use it etc. is a huge annoying negative factor for QoL.


3) Constantly being harassed by random enemies all the time is also a tedium more than a challenge. I think the game would be better if enemies were buffed slightly, but have a longer respawn timer. Or killing X enemies in a zone during a week, triggering a peaceful period.

I love roguelikes and challenging games. I love Valheim too. But imo constantly respawning enemies coming out of nowhere all the time is more a frustration than a fun challenge. Maybe if you make too much noise, have a lot of monsters attack your location as with a base attack. Followed by a "The forest (mountain etc.) is silent". Which creates a several day grace period.

Fighting 500 greydwarves to mine a coppermine isn't fun or challenging. It's tedious.


4) Most people use alternate permanent lightning sources. The reason is that refuelling lights all the time is so boring. If you have a big base – forget torches. It becomes an extreme resource and timesink drain. I suggest keeping the need to refuel, but drastically increasing the duration. 1 wood burns for 7 days, 1 coal burns for 30 days. Can stack 3 in a torch.

Another solution to this could be to not touch the resource need. But the labor. In being able to catch or dominate those swamp ghosts. Having one in your base, it will float around and relight any lights that go out.


5) Food buffs have the same problem. Low duration. Though I do think buffing it too much would be too strong. So maybe just a 50% duration increase to all food buffs.


6) Crypts and dungeons are super fun and come in various sizes. But like the idea in regards to unique world bosses. Also add one unique dungeon per biome per world. With a very slow respawn timer. Like a desert palace in the desert, a spider lair in the mistlands, a draugr city in a meadow, a Troll king's fortress in the black forest.

1 unique handcrafted large dungeon randomly seeded to one of each biome with its own monsters and minibosses would like world bosses help immensely with the fun to exploration. The feeling of coming across something so rare.


7) The rest of the feedback I have, doesn't warrant making a post about I think. They are more minor stuff. Though I did want to share these because I think they would work well, or solve issues which are a constant thorn in the side.


Note: Tagged it as discussion if anyone want to air any arguments for or against any of these.
Clarification: One unique huge dungeon and world boss per biome per world TOTAL. So if your world has 26 black forests, the unique world boss for black forest would wander one of them. Same with unique dungeons. One per world per biome. For example. Desert Palace is unique, there is only one spawning in the desert. But just ONE random desert etc. This would imo drastically add immersion and feel to the game, and add to the sense of wonder and discovery.

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